I thought this was already the case?
Phantom Complaint Master Thread
Not quite, walking normally you are just as visible as you are while sprinting. I’d like that to be changed, considering the speed other mercs will move at unhindered it’ll be pretty fair. You’re walking at a speed slower than most mercs already, with all of them sprinting it’ll be easy to get left behind.
In my Opinion, they should nerf the Katana. You can’t play Aura or other low-hp mercs against Phantom right now. He just cloaks, get behind you and kills you with one-hit.
To sum up:
- Nerf or even remove Katana
- Less HP
- More Speed
- Cloak little bit more invisible
- Cooldown >30 secs
- Cloak duration >15 secs
With that, Phantom becomes more stealthy-support and less assault merc. He would use the cloak only for several situations and not permanent.
There’s no need to nerf Katana other than fixing it’s hit reg, and getting rid of chopper on his cards.
The DEVs…
http://fs1.directupload.net/images/150708/temp/8kws69u4.png
Man, Phantom, really…
He got Armor, Cloak, Speed, deadly Melee that makes practical one-hit-kills, since no enemy can react within 2 katana-swings…
And his Armor-ability regenerates within 4-5s back to full power…
Sheesh, man…
dirty:Bomb is announced and advertised as a teamoriented but very objective-based MOBA-like first person shooter…
With Phantom it turned into a
“don’t-be-killed-by-the-new-ghost-who-thinks-he’s-playing-DEATHMATCH-and-sadly-he’s-90%-right”-game…
On the one hand I’m almost laughing my @ss off, and at the other hand, I don’t want to play D:B anymore, since already 1 Phantom in the enemy-team is able to piss off and render the almost the complete enemy-team useless by keeping them busy.
So effectively 1 player takes on ~50-70% of the enemy-team, which just a huge unfair advantage…
Only reducing the HP is not going to cut it, the freaking cloak need to be nerfed.
Maybe the cooldown, but not the cloak itself. 6sec cooldown is a joke. Its like permanent cloak.
That tweet doesn’t even suggest that he is getting nerfed. Where did you get that notion? lol
Alright, so the tweet has been misinterpreted, but let’s be honest. The massive outcry and frustration over Phantom will likely lead to him getting nerfed soon. Splash Damage has confirmed that they are carefully looking over the statistics and feedback on Phantom.
It’s understandable that they don’t want to make any immediate changes, and who knows. Maybe some people will start developing good tricks to practice for countering Phantom, but I can’t see that happening with a majority of players. The more skilled players of ANY game are always gonna make up a small percentage of the community, and for the rest, it’s already been exhibited that he’s killing the intuitive gameplay flow of Dirty Bomb.
It’s one thing to die to him because you haven’t spotted him. It’s another thing to die to him because you’ve succeeded in spotting him, but tried to tear through his massive effective HP only to end up being downed in 1-2 hits. If they don’t change him by next week, if they don’t realize that tankiness and stealth can’t go together, then the future of this game remains unstable.
I think that post is more intended to calm people down tbh. They’re hoping that the rage will subside when people actually try to learn the game.
Learn how to play Phanto[quote=“Ghosthree3;42159”]when people actually try to learn the game.[/quote]
You mean learn how to play Phantom? It isn’t even on free rotation and it’s already the most played class. There isn’t really any point to the other mercs now.
I have a few changes that, if nerfing was required, could be made. Whether you want all of them or just one, I’ll just list potential changes possible, in no particular order. i will say this, Personally i think that, if you have the balls to play as a melee character in an FPS, then you have to have skill. The character itself should then be much more melee focused than anything else. I personally think that if you want to make a true melee character, all their abilities/buffs should do with melee. Enough of my dribble though, on to the possible changes.
- Remove Phantom’s Primary. As we can tell, they want him to be a more melee-focused character than anything. If so, plus with the extreme damage boost from the Katana, he shouldn’t need a primary. If you mess up at sneaking with the cloaking, then you deserve the pain.
- Make the Katana do less damage and attack quicker. Many of the lesser health characters are getting one-shotted by the katana. By decreasing the damage and increasing the attack speed, he would still be as lethal, but they would get a chance to fight back.
- Make the Shield and the Cloak two different abilities. Combining both is pretty unfair, let’s be honest. But by separating it, players will have to choose which is more appropriate. If they choose incorrectly, too bad. Also, the cooldown should be much longer and using one will activate both cooldowns, in my opinion.
- Less Health.
- Phantom takes much more Melee damage. Phantom is about having the upper hand and striking first. Fail at that, and you should be in danger.
- Remove the invisibility.
- Remove the armor, buff(?) the invisibility.
- Make Phantom slower. It would be fairly believable, seeing how he is more armored than most of the characters.
- Give an audio clue whenever he is invisible and nearby. Something like a static sound that gets progressively louder as he gets closer. Of course, it will be made to sound like it’s coming from everywhere so you can’t pinpoint his direction, but something so we know he’s nearby.
- Phantom cannot perform any action while he is cloaked. This is how TF2 has kept spy in check. His seemingly overpowered ability of invisibility is hindered by being unable to attack whilst cloaked. On top of that, uncloaking and cloaking makes a very loud, obvious sound.
Phantom seems like and can be an interesting character. A melee only character would be very fun and cool to use if set up correctly. I already left what I thought would be a good melee character in the Merc section labeled [Merc] Ryu so I won’t say we don’t need a character like this. But if you make a melee oriented character, they should go all the way as melee. Unfortunately, Phantom does not follow this rule and, in my opinion, becomes an awful addition to the game. Take all these “adjustments” I thought up as you like. Agree with some, disagree with others. I’m just here putting in my two cents.
[quote=“MrComply;41042”]I can’t find it at the moment, but somewhere on one of the Dirty Bomb wiki pages it says that Phantom was removed from the closed beta because he was OP. It mentioned that players would just run around the map swinging their swords. I don’t see how the devs think they “fixed” Phantom with this current update…[/quote]He was OP in CB1 (more than people are complaining about him now), then in CB2 he was nerfed into the ground making him useless.
When he gets on free rotation all hell will break loose because all the players that cried nerf (who didn’t own him) will realize how easily you get rekt especially if you’re bad.
I’m waiting for Redeye to come out and the inevitable QQ about his smoke and thermal vision 
I have to admit. After playing with Phantom, the game just started to seem boring to me. Not that I was getting rekted by him, but he just feels a lot different than others when I was playing as him, a little too different. He’s pretty much the oddball merc to me, and I don’t like it.
From my (limited) experience with DB, THIS sounds good. Something subtle, like a low hum, will give players at least a chance to react. Would just need to be tweaked so that the distance from which it is heard gives only a small window to react, so that Phantom still maintains a decent advantage.
…and ‘oh shit’ moments in a game this pace add to the fun, which leads to another point: it wont break the pace.
All the things I’ve read the last couple of days about Phantom, this is the first idea I felt I could agree with.
i think a small tweak either on offensive or defensive ability would suffice.
Either slightly lower health, remove damage shield or slightly reduce melee damage.
Not all tho, just one of them. however i think its fine that he one hit kills people if he didnt have the ability to take such beating when fired at.
Should also have the same primary as sparks at best and let him be a melee specialist.
but i wouldnt mind if he was a “ninja” with low defense(lower health and no shield) but high speed(more proxy like) and damage(same as now).
civilTriangle got some great suggestions.
I think audio cue is most important. Wait, does he still have footstep sounds when he is invisible? Anybody knows?
Anyways, remove the shield entirely. Being invisible already makes you hard to hit.
And defenitely nerf his primary to Spark-like weapons.
That should balance the dude.
If anything, nerf the KEK. That thing is just too powerful as it is. [quote=“civilTriangle;42229”]I have a few changes that, if nerfing was required, could be made. Whether you want all of them or just one, I’ll just list potential changes possible, in no particular order. i will say this, Personally i think that, if you have the balls to play as a melee character in an FPS, then you have to have skill. The character itself should then be much more melee focused than anything else. I personally think that if you want to make a true melee character, all their abilities/buffs should do with melee. Enough of my dribble though, on to the possible changes.
- Remove Phantom’s Primary. As we can tell, they want him to be a more melee-focused character than anything. If so, plus with the extreme damage boost from the Katana, he shouldn’t need a primary. If you mess up at sneaking with the cloaking, then you deserve the pain.
- Make the Katana do less damage and attack quicker. Many of the lesser health characters are getting one-shotted by the katana. By decreasing the damage and increasing the attack speed, he would still be as lethal, but they would get a chance to fight back.
- Make the Shield and the Cloak two different abilities. Combining both is pretty unfair, let’s be honest. But by separating it, players will have to choose which is more appropriate. If they choose incorrectly, too bad. Also, the cooldown should be much longer and using one will activate both cooldowns, in my opinion.
- Less Health.
- Phantom takes much more Melee damage. Phantom is about having the upper hand and striking first. Fail at that, and you should be in danger.
- Remove the invisibility.
- Remove the armor, buff(?) the invisibility.
- Make Phantom slower. It would be fairly believable, seeing how he is more armored than most of the characters.
- Give an audio clue whenever he is invisible and nearby. Something like a static sound that gets progressively louder as he gets closer. Of course, it will be made to sound like it’s coming from everywhere so you can’t pinpoint his direction, but something so we know he’s nearby.
- Phantom cannot perform any action while he is cloaked. This is how TF2 has kept spy in check. His seemingly overpowered ability of invisibility is hindered by being unable to attack whilst cloaked. On top of that, uncloaking and cloaking makes a very loud, obvious sound.
Phantom seems like and can be an interesting character. A melee only character would be very fun and cool to use if set up correctly. I already left what I thought would be a good melee character in the Merc section labeled [Merc] Ryu so I won’t say we don’t need a character like this. But if you make a melee oriented character, they should go all the way as melee. Unfortunately, Phantom does not follow this rule and, in my opinion, becomes an awful addition to the game. Take all these “adjustments” I thought up as you like. Agree with some, disagree with others. I’m just here putting in my two cents.[/quote]
There’s maybe a bit too much changes that may hurt the merc, but overall there’s some very good ideas. Except the “remove invisibility” part. Invisibility is supposed to be why he have his name, duh…
IMO I’d more make something like that :
- Decrease health to 110.
- Get rid of the damage mitigation part of his armor : this is absolutely not used to block bullets fired to an ally, and will never be used like this. Better replace it by another teamplay tool, fused with the invisibility skill or not. I suggest a “sensor wave” thing, that you can trigger around phantom to spot nearby ennemies for your team for a short lapse of time, in a big radius : send Phantom behind the enemy lines, he triggers his wave, and begins the backstabbing ! Yay teamplay !
- Nerf the KEK-10.
- Tweak the invisibility so he’ll be only fully visible if he runs at full speed.
I think he’ll be perfect like this.
Bunch of idiots, Nexon is saying he is doing work not that they are working on phantom…